LDY #$00; keep y zero, we jut need y to be init to 0 for indirect index mode to work in the square bracketLoadBackgroundLoop: LDA [backgroundLo], y ; load data from background STA $2007 ; write to PPU data port to copy to background data LDA backgroundLo ; load the low byte of the background address into A CLC ; clear the carry bit ADC #$01 ; add 1 to A STA backgroundLo ; store A back into the mem addr LDA backgroundHi ; load the high byte of the background address into A ADC #$00 ; add 0, but if there is a carry (overflow) add 1 STA backgroundHi ; inc poitner to the next byte if necessary

LDA counterLo ; load the low byte CMP #$00 ; see if it is zero, if not loop BNE LoadBackgroundLoop LDA counterHi CMP #$00 ; see if the high byte is zero, if not loop BNE LoadBackgroundLoop ; if the loop counter isn't 0000, keep copying

.bank 1 .org $FFFA ;first of the three vectors starts herenescallback: ; after this $FFFA + 2 = $FFFC .dw MAINLOOP ;when an NMI happens (once per frame if enabled) the ;processor will jump to the label NMI: ; after this $FFFC + 2 = $FFFE .dw RESET ;when the processor first turns on or is reset, it will jump ;to the label RESET: ; after this $FFFC + 1 = $FFFF .dw 0 ;external interrupt IRQ is not used in this tutorial

Based on the IP address and other provided info, I would be surprised if it was a spam account. Though anything is possible.

There is a question included this time, so there is some progress, heheh. Much better to post source code as an attachment, or at least inside CODE tags, as said in the previous thread.

I think this is from the Nerdy Nights tutorial, maybe? If so, you should read the articles, it should explain what's going on. But the movement and control parts seem to be the ReadLeft, ReadRight, etc subroutines. And UpdatePlayerPosition.

I'm new at using any forum and I am not spam. I am sorry I posted the whole code again and it will not happen again. your responses did help me the last time I asked a question thank you. I will reread the tutorials.

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